The solution that resulted from the above post, and that I've playtested quite a bit involves the following type of model:
There are hundreds of things that provide buffs, of varying duration, and varying "stackability" and varying modifiers. There are only a handful of true needs for buffs and debuffs:
Movement
Type of Movement
Number of Attacks
Attack
Damage
AC
Saves
Damage Avoidance
Damage Reduction
Immunity
HP
Everything fits inside these bubbles pretty nicely. With that in mind, the system presented in 3.0 and 3.5 is way, way to complex at higher levels. Alternatively, I've worked with a system that changes two key things to RADICALLY simplify the game, but still maintain the fun playability. One of those is directly related to "buffs." In my "simple" view, all I did was say the following:
1) If your class can use a spell or ability that affects a character with a "buff", change all types to "buff". No more sacred, luck, resistance, enhancement, etc.
2) When you use the spell or ability the bonus is equal to the stated bonus or the spell level, whichever is higher.
3) When you use the stated ability, it applies to the same targets as stated in the spell or ability currently.
4) The buff lasts for one combat.
5) Buff bonuses don't stack.
It's insanely simpler (in fact, overly-simplified), but works much better to improve accounting and speed up the combats.
For 4e, I would recommend a derivative of the above. I think that the different classes should be capable of modifying and providing bonuses to these different categories. For example, the best AC buffs in the game are provided by the cleric class, while the best attack buffs in the game are provided by the wizards, etc. There would be acces sto "lower grade" buffs at higher levels from the non-core buffer categories. The best buff combinations in the game should be those that require a combined effect (ie, I've got the ultimate combo: a 6 bard song + a 9 wizard buff + a 9 cleric buff = the maximum buff benefit available). These buff routines should be fairly standard, and preformatted. You can do all kinds of fun things with the durations and strength. For example, 3rd level attack bonus buff:
Immediate Action: -3 to opponents attack roll
Swift Action: +3 to your attack roll
Standard Action: +3 to target creatures attack roll for one combat
Full Turn: +3 to attack rolls of all allies for one combat
This might be the buffing array of one particular class specialty - arcane casters. Wizards could cast it at 5th level, and other classes that provide support: clerics/bards, etc. might be able to provide this buff at 6th - 9th level.
If they got really "cool" they could even consider the above a standard "condition", and factor it into the existing "condition" rules that affect movement/position/obstacles/allies, etc.
So, for example, the above could be "Diving Attack" - which is a specific combat condition to be in. A PC might be able to "trigger" this condition themselves through the use of the appropriate feat/skill success/environment combinations, or simply be put artificially into this condition through the use of a buff. The condition could then be modified by other characters' actions and/or changes to the environment.
So, for example:
A swashbuckling/acrobatic rogue and his Arcane Trickster friend are squaring off against an bullette. The bullette's armor is difficult to penetrate for these two, so they decide it would be best to spend "actions" to better position their attacks. At 5th level, the best condition to do that for them is the "diving attack" condition which provides a +3 attack bonus. It can be provided the arcane trickster casting a 3rd level wizard buff spell (levitating assault). He can do this to himself as a free action, or he can use a standard action to provide this bonus to himself or his companion for the rest of the combat. He throws it on the swashbuckling rogue, and it provides him with the ability to flot as if levitating or in low gravity, and consistently obtain "attack from above" bonuses, etc. However, the swashbuckling rogue can actually achieve a "diving attack" condition on his own, access through feat/class combination, with as successful MEA and "Tumble" check.
There are hundreds of things that provide buffs, of varying duration, and varying "stackability" and varying modifiers. There are only a handful of true needs for buffs and debuffs:
Movement
Type of Movement
Number of Attacks
Attack
Damage
AC
Saves
Damage Avoidance
Damage Reduction
Immunity
HP
Everything fits inside these bubbles pretty nicely. With that in mind, the system presented in 3.0 and 3.5 is way, way to complex at higher levels. Alternatively, I've worked with a system that changes two key things to RADICALLY simplify the game, but still maintain the fun playability. One of those is directly related to "buffs." In my "simple" view, all I did was say the following:
1) If your class can use a spell or ability that affects a character with a "buff", change all types to "buff". No more sacred, luck, resistance, enhancement, etc.
2) When you use the spell or ability the bonus is equal to the stated bonus or the spell level, whichever is higher.
3) When you use the stated ability, it applies to the same targets as stated in the spell or ability currently.
4) The buff lasts for one combat.
5) Buff bonuses don't stack.
It's insanely simpler (in fact, overly-simplified), but works much better to improve accounting and speed up the combats.
For 4e, I would recommend a derivative of the above. I think that the different classes should be capable of modifying and providing bonuses to these different categories. For example, the best AC buffs in the game are provided by the cleric class, while the best attack buffs in the game are provided by the wizards, etc. There would be acces sto "lower grade" buffs at higher levels from the non-core buffer categories. The best buff combinations in the game should be those that require a combined effect (ie, I've got the ultimate combo: a 6 bard song + a 9 wizard buff + a 9 cleric buff = the maximum buff benefit available). These buff routines should be fairly standard, and preformatted. You can do all kinds of fun things with the durations and strength. For example, 3rd level attack bonus buff:
Immediate Action: -3 to opponents attack roll
Swift Action: +3 to your attack roll
Standard Action: +3 to target creatures attack roll for one combat
Full Turn: +3 to attack rolls of all allies for one combat
This might be the buffing array of one particular class specialty - arcane casters. Wizards could cast it at 5th level, and other classes that provide support: clerics/bards, etc. might be able to provide this buff at 6th - 9th level.
If they got really "cool" they could even consider the above a standard "condition", and factor it into the existing "condition" rules that affect movement/position/obstacles/allies, etc.
So, for example, the above could be "Diving Attack" - which is a specific combat condition to be in. A PC might be able to "trigger" this condition themselves through the use of the appropriate feat/skill success/environment combinations, or simply be put artificially into this condition through the use of a buff. The condition could then be modified by other characters' actions and/or changes to the environment.
So, for example:
A swashbuckling/acrobatic rogue and his Arcane Trickster friend are squaring off against an bullette. The bullette's armor is difficult to penetrate for these two, so they decide it would be best to spend "actions" to better position their attacks. At 5th level, the best condition to do that for them is the "diving attack" condition which provides a +3 attack bonus. It can be provided the arcane trickster casting a 3rd level wizard buff spell (levitating assault). He can do this to himself as a free action, or he can use a standard action to provide this bonus to himself or his companion for the rest of the combat. He throws it on the swashbuckling rogue, and it provides him with the ability to flot as if levitating or in low gravity, and consistently obtain "attack from above" bonuses, etc. However, the swashbuckling rogue can actually achieve a "diving attack" condition on his own, access through feat/class combination, with as successful MEA and "Tumble" check.